Homebrew race: Harrlou

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#1

crash0veron

Jul 12, 2009 14:10:11
I made this race as a joke at first when I was rolling a Barbarian in a homebrew adventure.

The Harrlou are not technically human yet they look it. The only thing that is special about them is the fact that when they get drunk they channel a spirit. The spirit does not change every time a Harrlou gets drunk; thus, every time the Harrlou gets drunk the same spirit comes out and in a way possess the Harrlou.

Let me explain with an example: Every time the Barbarian I was playing got drunk he turned into "Count Marvin" a high elf ambassador. When sober the barbarian was a bum named Shif. The character knew that he was a Harrlou, however, had little knowledge of his drunk persona and the events that happened when he was drunk.

the plus/ hilarity: Since I channeled an elf I was granted weapon prof in long bow so the DM has the last say as to what perks he wants to give you depending on what spirit you channel. The Harrlou are almost extinct so the chances of NPCs knowing anything about them is kinda slim and you have even lower chances of ever meeting another Harrlou. Because of the Harrlou's nature most people think the character is 100% out of their mind.

I know this isn't that great of a race when it comes to numerical perks. The greatest joy you get from this race is messing with everyone's mind. A great tip for playing this character is to never fully explain what a Harrlou is and have the spirit that you channel be the polar opposite of your sober persona.


any questions? comments?
#2

magus_stragus

Jul 12, 2009 15:18:17
Well, you could easily make in on a race (not sure how balanced it will end, though), by this: Give them the same racial features as humans, and give them a second race. When they get drunk, they gain some of the racial features of the second race (mostly the mental ones), but loose all human racial features. For example, if they pick halfling as second race, when they're drunk they loose their human features and gain +2 to Charisma, and gain the Bold racial feature. If the player picked a Dwarf, give them +2 to Wisdom, Dwarven Resilience and Dwarven weapon proficiency when drunk.

I'm not sure how balanced that can be, but it can work out. You shouldn't let the player use racial features based on something physical, like a Dragonborn's breath, or the Eladrin's step.
#3

crash0veron

Jul 12, 2009 15:26:38
Yeah that seems fair. The barbarian I rolled had all the stats for a human and the only thing we did with the bow was that we took the average of my str and dex for the prof of the bow. The character also only spoke elven when he was drunk except after he reached level 11...at that point he learned how to speak the language when sober.